@TheDushan We all know what they are, and what they are saying, don’t listen to them, we shouldn’t talk about others, I’M INTERESTED! And I’m sure many more people are interested in good open source rendering!
Its nice to see that you still working on something! Can’t wait!
After little tweaking, fixing random things, discussing (good luck if and when you are trying to explain to me something and I have some % of alcohol in my liver )
I only have one question if you don’t mind too much, why are most textures so glossy?
I mean sure there is some reflection to metals and so on, but isn’t it a little too much?
I know this might only be a preview problem, a placeholder/test, or something in that regard, but Although I like the idea and where it is going, I actually prefer the flat textures rather than (I don’t know how to phrase it other than this, terribly sorry for that ^^’) dirtied or battered mirror textures.
Don’t take it personnal or anything like so, I’m super out-dated and didn’t manage to catch up on all that changed yet. (I simply didn’t have time to do so yet, and I might not have more either until my situation stabilizes.) But I would really like to see this UD thing / Openwolf become something more and achieve what it can
(Simply a question, not an attempt to diminish or insult you or your work in any way, shape, or form. I’m simply curious.)
Most of what @TheDushan is demonstrating are capabilities of the new OpenWolf engine with its advanced rendering features, and in some cases, extreme examples. I do agree though that shininess is better used in some places than others, and too much of it can take away. With features such as physically based rendering, tessellation, and so one, an expert 3d artist has a ton to work with to create a good balance of all sorts of highly customized materials.
I think the purpose of overly bumpy and glossy textures is to test whether the rendering features work correctly even when brought to their limits, because with a regular texture a subtle bug might not be noticeable, and then an artist might try to use the feature in an unexpected way to achieve some interesting effect, and be prevented from doing so by the bug, and then simply abandon the idea rather than reporting the bug. Arch Linux had such a problem with bugs being ignored that they made an announcement on their forums:
FIX/FILE BUGS don’t IGNORE
File bugs, don’t ignore them! That’s how bugs perpetuate and last for ages. Or maybe a bug is lingering/unconfirmed and we need more info, you could provide that info. (Cue Uncle Sam?)
Alrighty! Thanks for clarifying it ^^. I just wanted to make sure it wouldn’t end up being 100% mirrors everywhere in the game I sure love the granger’s look, but not enough to have him staring at me 24/7.
Textures are not so glossy, it is just a PBR effect on top of the current textures (what comes with the map), they are not made for PBR.
Textures in the PK3 file are just regular (Normal/Specular/Diffuse) while PBR expect (Albedo/ Displacement/Gloss/etc…)
I am not taking anything personal, I am doing this for fun , so relax.
You cannot see properly the effect from the video’s or from the photo’s. For the full experience you need to get a debug build in order to test it, and then to say anything about the implementation.
I can provide that if anyone need it for the Windows, Linux and for the FreeBSD. =]
I am not replying just to you, now I am replying to everyone,
Without the proper knowledge of something new or something different, you cannot know what is that, and because of not knowing what’s are “changed / added / removed / replaced” you cannot be objective with your reply.
I admit that in the past I made wrong and bad development choices, but I publicly admitted them all.
This is my latest work at this moment.
Please, keep in mind that I am not trolling or disrespecting anyone. If I did, I am sorry.
I didn’t mean anything I wrote in a bad way ^^ Don’t get me wrong, I completely support such development. I simply wanted some information on that matter since I cannot currently play tremulous for various personal reasons and wanted to get up-to-date with what was happening currently.
I just really like tremulous and it’s hard for me to see so much changes when I’m still used to 1.1’s things (Not hard in a wrong way, I like the changes, but it’s hard adapting to it )
But seeing the new capabilities is super refreshing and won’t hurt the game in any way shape or form, in fact it will allow the game to do way more in a way that doesn’t break its feeling in my opinion.
Lastly, I didn’t meant what I wrote as a way to discriminate your work. In fact I really like the direction it is going, I simply wanted to get up-to-date Keep up the good work, I can’t wait to see more!
I’m getting about 300 fps everywhere on this map with the fancy settings on the OpenWolf engine on my Linux system. Even when firing the flamer, the fps is over 200. @TheDushan is working some impressive magic.